Hi guys! I'm new to Quixel and I'm currently learning with the Quixel Wiki, but I'm stock somewhere. Could anyone give me a little help on how to do this effect? I'm not sure where to place the mask. Thank you! Tutorial Link: Clic Here
"I will miss you too, but you are wrong if you think that the joy of life comes principally from the joy of human relationships. God's place is all around us, it is in everything and in anything we can experience. People just need to change the way they look at things."
Hi guys! I'm new to Quixel and I'm currently learning with the Quixel Wiki, but I'm stock somewhere. Could anyone give me a little help on how to do this effect? I'm not sure where to place the mask. Thank you! Tutorial Link: Clic Here
Your assets look okay but need a bit more character, don't be afraid to leave 90 degree land, thicks and thins to add character/style. For low poly work it's too expensive for textures, your not getting the benefit of having all unique UV space (which looks like what you've got going on). I'd invest some time on something…
WakeTech Community college where I used to teach Unreal asset creation, level design and Maya finally got funding for their program. ElysiumGX also taught a class on character modeling using XSI and Maya. Article about it. http://www.newsobserver.com/104/story/456071.html
I have half a dozen or so half finished characters lying around on my harddrive, I picked out the ones I really want to make into nice portfolio pieces. First up is the space man, then self portrait, then plaguebearer then marine tapir. more of the spaceman soon!
heya!! thanks for looking at this post! it's been a while since i posted anything on polycount, but i wanted to get to posting again to just share my process and possibly get some feedback while i'm at it (: this project is gonna be from an idea that i sketched out in my sketchbook earlier this year, and i'll be sharing…
"If you want to dive back into the spirit of that era you'll get a kick out of the Vertex ebooks, still available to download." Cheers for sharing these are indeed gems, was oscillating between vfx and gamedev at the time so only had issue # 1 (cos of that mech on it's cover : ) also in my mind, not unreasonable too…